182 lines
4.6 KiB
Go
182 lines
4.6 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 1338: 全属性+{0},对手处于能力下降状态时强化效果翻倍
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type Effect1338 struct{ node.EffectNode }
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func (e *Effect1338) OnSkill() bool {
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if len(e.Args()) == 0 {
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return true
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}
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boost := int8(e.Args()[0].IntPart())
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if e.Ctx().Opp.HasPropSub() {
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boost *= 2
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}
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for i := range e.Ctx().Our.Prop[:] {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
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}
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return true
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}
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// Effect 1339: 若对手不处于异常状态则下{0}回合攻击{1}%使对手进入{2}状态
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type Effect1339 struct{ node.EffectNode }
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func (e *Effect1339) Skill_Use() bool {
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if len(e.Args()) < 3 || e.Ctx().Opp.StatEffect_Exist_all() {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1339, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1339Sub struct{ RoundEffectArg0Base }
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func (e *Effect1339Sub) Skill_Use() bool {
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if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
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if ok {
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addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
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}
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return true
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}
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// Effect 1340: 命中后附加对手最大体力1/2的百分比伤害,若未命中则自身死亡,且己方下只出战精灵令对手下1次使用的攻击技能无效
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type Effect1340 struct{ node.EffectNode }
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func (e *Effect1340) Skill_Use() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.AttackTime == 0 {
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e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Ctx().Our.CurrentPet.GetHP(),
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})
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1340)
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
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if damage.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: damage,
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})
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return true
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}
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type Effect1340Sub struct{ node.EffectNode }
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func (e *Effect1340Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.CanStack(false)
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e.Duration(1)
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}
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func (e *Effect1340Sub) SwitchIn(in *input.Input) bool {
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if in != e.Ctx().Our {
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return true
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}
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lock := e.Ctx().Our.InitEffect(input.EffectType.Sub, 13401, 1)
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if lock != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, lock)
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}
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e.Alive(false)
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return true
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}
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type Effect1340LockSub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1340LockSub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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if len(a) > 0 {
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e.remaining = a[0]
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}
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}
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func (e *Effect1340LockSub) ActionStart(a, b *action.SelectSkillAction) bool {
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if e.remaining <= 0 {
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e.Alive(false)
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return true
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}
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.Ctx().SkillEntity.SetMiss()
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e.remaining--
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if e.remaining <= 0 {
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e.Alive(false)
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}
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return true
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}
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// Effect 1341: 造成的伤害高于{0}则恢复自身最大体力的1/{1}
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type Effect1341 struct{ node.EffectNode }
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func (e *Effect1341) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) <= 0 {
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return true
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}
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heal := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
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if heal.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
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return true
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}
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// Effect 1342: 为自身附加{0}点护罩
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type Effect1342 struct{ node.EffectNode }
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func (e *Effect1342) Skill_Use() bool {
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if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.AddShield(e.Args()[0])
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1338, &Effect1338{})
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input.InitEffect(input.EffectType.Skill, 1339, &Effect1339{})
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input.InitEffect(input.EffectType.Sub, 1339, &Effect1339Sub{})
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input.InitEffect(input.EffectType.Skill, 1340, &Effect1340{})
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input.InitEffect(input.EffectType.Sub, 1340, &Effect1340Sub{})
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input.InitEffect(input.EffectType.Sub, 13401, &Effect1340LockSub{})
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input.InitEffect(input.EffectType.Skill, 1341, &Effect1341{})
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input.InitEffect(input.EffectType.Skill, 1342, &Effect1342{})
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}
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